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40B### [at] hotmail com...
> For an isosurface function it might look something like:
>
> waves( x, y-z, z ).grey
>
> That might be the polishing touch for this interesting foam sim?
>
> -Sam Benge
>
I used that in a version of my waves but it has to be applied only close to
the shore where water depth decreases
Marc
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Christoph Hormann nous apporta ses lumieres ainsi en ce 2004/05/27
13:30... :
>
> After Marc Jacquier's impressive lighthouse images i also tried some
> new things concerning breaking waves, here are the results:
>
> http://www.tu-bs.de/~y0013390/pov/water/waves_tst.html
>
> To get the foam look right is quite difficult, the structure of a real
> wave is quite complicated when you have a close look. And to keep the
> render time reasonable (5-10 hours for these tests without radiosity)
> i did not use scattering media so it probably looks much too 'glassy'.
>
> There is surely a lot of room for tweaks, especially directly at the
> water line but every additional feature slows down the whole render...
>
> Christoph
>
Looks like waves interacting with a strong counter wind whiping the foam
up and back. I actualy saw some photos of and real, right before me,
waves showing prety much what your render does, in fact, without the
text saying otherwise, your images can pass as photos.
Alain
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Alain wrote:
> Looks like waves interacting with a strong counter wind whiping the
> foam up and back. I actualy saw some photos of and real, right
> before me, waves showing prety much what your render does, in fact,
> without the text saying otherwise, your images can pass as photos.
>
i agree with Alain related to second pic. disturbing is only that sky
does not fit 100%ly to scene. it looks a little bit artificial. have
you tried the dark sky from POVRay's scenes folder?
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Samuel Benge wrote:
>
> Christoph, I'm guessing that foam is one of two things:
> * a foamy function with actual 'air holes' in it, using a really high
> max_trace_level
> * a noise-perturbed layer of function with a similar function-based
> pigment to achieve the foamy look
Actually it's simply part of the isosurface with a different texture
(less transparent and some more diffuse finish). A scattering interior
would be nice but slow as well.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 01 May. 2004 _____./\/^>_*_<^\/\.______
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Marc Jacquier wrote:
>
> You made an important step here
> Is there no way to make foam break forward? here it looks like it breaks
> upwards
Actually the foam is quite strongly moved forwards from the tops of the
waves but it's structure is not aimed forwards/downwards like with a
real wave. This is indeed something that needs improvement.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 01 May. 2004 _____./\/^>_*_<^\/\.______
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Christoph Hormann <chr### [at] gmx de> wrote:
> After Marc Jacquier's impressive lighthouse images i also tried some new
> things concerning breaking waves, here are the results:
>
> http://www.tu-bs.de/~y0013390/pov/water/waves_tst.html
>
#2 for me also.
As you note, waves are very dependant on the environment. These waves would
look very natural on a long sloping beach. For a rock shoreline such as
you depict, I would expect a very uneven bottom and a lot more variation in
size and spacing of the waves.
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Christoph Hormann wrote:
>
> After Marc Jacquier's impressive lighthouse images i also tried some new
> things concerning breaking waves, here are the results:
>
> http://www.tu-bs.de/~y0013390/pov/water/waves_tst.html
>
> To get the foam look right is quite difficult, the structure of a real
> wave is quite complicated when you have a close look. And to keep the
> render time reasonable (5-10 hours for these tests without radiosity) i
> did not use scattering media so it probably looks much too 'glassy'.
>
> There is surely a lot of room for tweaks, especially directly at the
> water line but every additional feature slows down the whole render...
>
> Christoph
>
Very nice indeed... but I can't find the link to the animation...
--
Jonathan.
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40b8d365@news.povray.org...
>
> Very nice indeed... but I can't find the link to the animation...
>
LOL I don't know if you are sleeping but you are dreaming indeed ;-)
Marc
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Christoph Hormann wrote:
Nice. This is going to mean a big step forward for a lot of scenes. When
computer speed increases (a lot), isosurfaces in POV-Ray may become *the*
standard for landscape renderings.
-Shay
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"gonzo" <rgo### [at] lanset com> wrote in message
news:web.40b65d0c76fd285da0c272b50@news.povray.org...
> Christoph Hormann <chr### [at] gmx de> wrote:
> > After Marc Jacquier's impressive lighthouse images i also tried some new
> > things concerning breaking waves, here are the results:
> >
> > http://www.tu-bs.de/~y0013390/pov/water/waves_tst.html
> >
>
> #2 for me also.
>
> As you note, waves are very dependant on the environment. These waves
would
> look very natural on a long sloping beach. For a rock shoreline such as
> you depict, I would expect a very uneven bottom and a lot more variation
in
> size and spacing of the waves.
Indeed. These are very similar to the waves that we get here, where the
beach is very gently sloped over a largest distance. Image number 1
probably represents the closest match.
Very impressive.
Lance.
thezone - thezone.firewave.com.au
thehandle - www.thehandle.com
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